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A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.1
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    • pp.1-16
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    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

Development of Parallel Signal Processing Algorithm for FMCW LiDAR based on FPGA (FPGA 고속병렬처리 구조의 FMCW LiDAR 신호처리 알고리즘 개발)

  • Jong-Heon Lee;Ji-Eun Choi;Jong-Pil La
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.2
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    • pp.335-343
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    • 2024
  • Real-time target signal processing techniques for FMCW LiDAR are described in this paper. FMCW LiDAR is gaining attention as the next-generation LiDAR for self-driving cars because of its detection robustness even in adverse environmental conditions such as rain, snow and fog etc. in addition to its long range measurement capability. The hardware architecture which is required for high-speed data acquisition, data transfer, and parallel signal processing for frequency-domain signal processing is described in this article. Fourier transformation of the acquired time-domain signal is implemented on FPGA in real time. The paper also details the C-FAR algorithm for ensuring robust target detection from the transformed target spectrum. This paper elaborates on enhancing frequency measurement resolution from the target spectrum and converting them into range and velocity data. The 3D image was generated and displayed using the 2D scanner position and target distance data. Real-time target signal processing and high-resolution image acquisition capability of FMCW LiDAR by using the proposed parallel signal processing algorithms based on FPGA architecture are verified in this paper.

Exploring the Implications of Peirce's Abduction in Science Education by Theoretical Investigation (Peirce의 귀추법에 관한 이론적 고찰을 통한 과학교육적 함의 탐색)

  • Joung, Yong-Jae;Song, Jin-Woong
    • Journal of The Korean Association For Science Education
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    • v.26 no.6
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    • pp.703-722
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    • 2006
  • The purpose of this study is to investigate the characteristics of abduction suggested by C. S. Peirce, and to discuss its implications in science education. Peirce's abduction is the logic of generating hypothesis. Abduction is a kind of logical inference, which colligates general rule and the observed result, and then it makes us judge the observed result as a case of the general rule on the basis of their resemblance. The process of abduction is also the logic of inquiry. In a Peirce's view, inquiry is a struggle for escaping from the condition of 'doubt' and to 'belief the nature of which is the establishment of habits. Because what habit an object has is its whole meaning, in his views, the fixation of belief is the way of attaining the truth related to it. The beliefs of individuals, however, are always fallible. So, to attain a truth, we need the terminal opinion of community of inquiry that could conduct infinite inquiry. These characteristics of Peirce's abduction give suggestions in science education as follows; firstly, hypothesis generating which transforms the condition of 'doubt' into the 'belief by considering practical effects should be highlighted, secondly, logical inference which makes us judge the observed result as a case of the general rule on the basis of resemblance should be highlighted, and thirdly, communities of inquiry which stand on the view of modest realism should be intended toward. These results could be expected in playing a role in critical discussion on science education relating to abduction.

A Study on Skin - From the Perspective of Analytical Psychology - (피부 - 분석심리학적 조명 -)

  • Young Sun Pahk
    • Sim-seong Yeon-gu
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    • v.29 no.2
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    • pp.127-156
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    • 2014
  • This thesis is an psychological study investigating the meanings of skin from the perspective of analytical psychology. Skin, as the outermost layer of our body, protects the body and carries out essential physiologic functions. It is an organ of the body and also psychological contents can be expressed on it in various forms. We can find sociocultural connotations of skin, some of which are demonstrated in our language. Skin may become a carrier of persona which defines a person's role in the society. And it can be a place where ego is expressed. Eros is the principle of relationship by Jung's definition and skin is the space where eros is realized intensely. Skin may carry meanings as a symbol of transformation. Skin disease can be interpreted as a message from Self in certain cases. The theme of casting off skin in myths and dreams can be an analogy of an individual's sacrifice for individuation, and putting on a skin may imply taking special properties in psychological level.

Development of a Real-time Action Recognition-Based Child Behavior Analysis Service System (실시간 행동인식 기반 아동 행동분석 서비스 시스템 개발)

  • Chimin Oh;Seonwoo Kim;Jeongmin Park;Injang Jo;Jaein Kim;Chilwoo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.68-84
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    • 2024
  • This paper describes the development of a system and algorithms for high-quality welfare services by recognizing behavior development indicators (activity, sociability, danger) in children aged 0 to 2 years old using action recognition technology. Action recognition targeted 11 behaviors from lying down in 0-year-olds to jumping in 2-year-olds, using data directly obtained from actual videos provided for research purposes by three nurseries in the Gwangju and Jeonnam regions. A dataset of 1,867 actions from 425 clip videos was built for these 11 behaviors, achieving an average recognition accuracy of 97.4%. Additionally, for real-world application, the Edge Video Analyzer (EVA), a behavior analysis device, was developed and implemented with a region-specific random frame selection-based PoseC3D algorithm, capable of recognizing actions in real-time for up to 30 people in four-channel videos. The developed system was installed in three nurseries, tested by ten childcare teachers over a month, and evaluated through surveys, resulting in a perceived accuracy of 91 points and a service satisfaction score of 94 points.

A Study of Color Scheme on Coastal Passenger Ship Seafarer's Workspace (연안여객선 선원의 작업공간 색채계획에 관한 연구)

  • Jin Park
    • Journal of Navigation and Port Research
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    • v.48 no.3
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    • pp.221-231
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    • 2024
  • The aim of this study was to enhance the safety and care of mental health for seafarer working in passenger ship workspaces. Brightness, color values, and color distribution were investigated with issues and improvement ways identified through seafarers' interviews. Firstly, previous studies, references, current policy, regulations, and accident case studies were reviewed. Color compositions of wheelhouse and engine room of M Ship were then surveyed in the field. Color values of each space were analyzed using a colorimeter. Colormeter analysis of brightness and color measurements in the wheelhouse and engine areas indicated that ceilings, walls, and floors were generally dark, with the engine area being very dark. Regarding color, green and blue were distributed in the ceiling of the wheelhouse and engine area, while red and blue were in the walls and floors of the wheelhouse and engine area. According to interviews with seafarers currently working at engine rooms, they responded about their experience of near miss incidents due to a decrepit indoor environment, a dark working environment, slippery and bright flooring, and stairs that were not suitable for domestic users. Thus, when installing lighting in the future, the brightness of the space should be improved by distinguishing between night and day. A lighting plan considering the location of lighting, level of shadow formation and contrast, reflectance of the facility, glare, color of light, floor color plan, and material selection is needed. A facility design suitable for domestic users is also needed.

AutoML Machine Learning-Based for Detecting Qshing Attacks Malicious URL Classification Technology Research and Service Implementation (큐싱 공격 탐지를 위한 AutoML 머신러닝 기반 악성 URL 분류 기술 연구 및 서비스 구현)

  • Dong-Young Kim;Gi-Seong Hwang
    • Smart Media Journal
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    • v.13 no.6
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    • pp.9-15
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    • 2024
  • In recent trends, there has been an increase in 'Qshing' attacks, a hybrid form of phishing that exploits fake QR (Quick Response) codes impersonating government agencies to steal personal and financial information. Particularly, this attack method is characterized by its stealthiness, as victims can be redirected to phishing pages or led to download malicious software simply by scanning a QR code, making it difficult for them to realize they have been targeted. In this paper, we have developed a classification technique utilizing machine learning algorithms to identify the maliciousness of URLs embedded in QR codes, and we have explored ways to integrate this with existing QR code readers. To this end, we constructed a dataset from 128,587 malicious URLs and 428,102 benign URLs, extracting 35 different features such as protocol and parameters, and used AutoML to identify the optimal algorithm and hyperparameters, achieving an accuracy of approximately 87.37%. Following this, we designed the integration of the trained classification model with existing QR code readers to implement a service capable of countering Qshing attacks. In conclusion, our findings confirm that deriving an optimized algorithm for classifying malicious URLs in QR codes and integrating it with existing QR code readers presents a viable solution to combat Qshing attacks.

Comparison of Leisure Activities of First-Year High School Students in Large Cities and Medium and Small Cities - Focusing on the Influence on Health Status - (대도시와 중소도시 고등학교 1학년 학생의 여가활동 실태 비교 - 건강상태에 미치는 영향력을 중심으로 -)

  • Yun Hwan Kim;Hyosang Han
    • Journal of agricultural medicine and community health
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    • v.49 no.1
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    • pp.50-58
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    • 2024
  • Objective: The purpose of this study is to examine the factors influencing the health status of first-year high school students leisure activity time, considering of the city size. Methods: This study utilized the first cohort survey of the Korean Children and Youth Panel Survey. The analysis was used data from survey targeting first-year high school students of 2021. The city size was divided into large cities and medium and small-sized cities, and T-test was conducted to examine differences in factors by city size, and multiple regression analysis was conducted to identify factors influencing health status according to leisure activity time on weekdays and weekends by city size. Results: In large cities, exercise and physical activity time and other than that, Time to play with friends had a positive effect(+), Time to play with a smartphone had a negative effect(-) on both weekdays and weekends. In medium and small-sized cities, Exercise and physical activity time and Time to play while watching TV had a positive influence(+) on both weekdays and weekends, while Time to play with a smartphone had a negative influence(-). Conclusion: There were the same questions for factors influencing health status, but other questions also appeared. Leisure activities that have a positive(+) impact on health status by city size are supported so that leisure activities can be actively carried out, while leisure activities that have a negative(-) impact are participate in other leisure activities together to improve health. It is believed that this plan should be considered.

A Study on Pre-service Elementary School Teachers' Perspectives on the Science Curriculum in the Fourth Industrial Revolution Era through Photovoice Activity: Based on Three Perspectives on the 'Saber-toothed Tiger Curriculum' (초등 예비교사들의 포토보이스 활동을 통한 4차 산업혁명 시대 과학 교육과정 관점 탐색 - '검치호랑이 교육과정'의 세 가지 관점을 바탕으로 -)

  • Kim, Dong-Ryeul
    • Journal of Korean Elementary Science Education
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    • v.43 no.2
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    • pp.219-232
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    • 2024
  • This study aims to determine the perspectives of pre-service elementary school teachers on the science curriculum in the fourth industrial revolution era. In this study, 128 pre-service elementary school teachers were asked to express their perspectives on the Saber-toothed Tiger Curriculum through photovoice activities. The resulting images were classified into three types: conservative, progressive, and radical perspectives. The number of both conservative and progressive perspectives was similar and high, whereas the number of radical perspectives was l ow. Those who had conservative perspectives on the Saber-toothed Tiger curriculum regarded "Inquiry" as the basis of the science curriculum, which should be maintained regardless of the time period and environment. Similarly, older teachers believed that this curriculum was based on eternal truth, which should be protected. Those who showed progressive perspectives on the Saber-toothed Tiger curriculum regarded a progressive person as someone succeeding to the blood of "New fist," and they showed positive attitudes toward AI-based education such as coding and meta-verse, regarding these practices as part of the teaching and learning method that could replace the existing inquiry-based education. Those who showed radical perspectives on the Saber-toothed Tiger Curriculum assumed critical attitudes toward the rapidly changing political circumstances of science education and criticized conflicts between different social classes formed through progressive curriculum. Based on these results, this study found that pre-service elementary school teachers needed to consider the science curriculum from several different perspectives rather than just one.

Exploratory Study on the Educational Planning Process Model for School Space Innovation - Focusing on User Participatory Design Practices - (학교교육공간 혁신을 위한 교육기획 절차 모형 탐색 - 교육분야 사용자 참여 설계 사례를 중심으로 -)

  • Hong, Sun-Joo;Lim, Ji-Young
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.23 no.2
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    • pp.1-10
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    • 2024
  • This study presents a model for educational planning based on user participatory design for the purposes of curriculum development and educational space innovation. It reviewed previous research and practices related to educational space innovation, educational planning processes, and user participation design and suggested a draft model. This model was applied in the renovation project of an elementary school, and the problems encountered during the application were reflected upon and used to improve the model. The final model comprises four phases. Phase 1 is an initial exploratory phase foruser participation, where educational planners and users form a shared perspective regarding the future of education. Phase 2 is a needs-analysis phase for the transition to future education, which focuses on setting the overall direction of the school-level curriculum. Phase 3 specifies the direction of future school curricula and identifies needs for educational spaces. Finally, Phase 4 focuses on the interaction between educational and space planners. Based on the above discussion, the study discussed the benefits and limitations of this educational planning model for school space innovation.